Transcript
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designlarpelements of

Eirik Fatland - Knutpunkt 2014

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Why U No Larpdesign?

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A Knutebook Larp Design Reader*• “Building Dramatics” by Susanne Gräslund

• Everything by Eirik Fatland

• Everything by Troels Barkholt-Sprangsbo

• Selected Works by J. Tuomas Harviainen

• All the larp reports

• ...

• Everything Else* based on a flawed memory of a napkin I might have dreamt about

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1. What do larp designers design?

2. What must be designed?

3. What can be designed?

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Why U So Teohrehticl?

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1. What do larp designers design?

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The object, and limit, of larp design:

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What do players want?“Create a story, with others.”“Overcome my own limits.”“Enough plots”“Learn about myself”

“This character was unplayable”“My larp sucked because of bad design.”

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What do players want?“Create a story, with others.”“Overcome my own limits.”“Enough plots”“Learn about myself”

“This character was unplayable”“My larp sucked because of bad design.”

“I did X because it was totally true to my character”

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Image: Puppeli @ DeviantArt, CC-BY-SA 3.0 2014

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Image: Puppeli @ DeviantArt, CC-BY-SA 3.0 2014

fight flee

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Image: Puppeli @ DeviantArt, CC-BY-SA 3.0 2014

fight

flee

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Image: Puppeli @ DeviantArt, CC-BY-SA 3.0 2014

hugtoast

boastgrunt

fightflee

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affordances:Perceivable possibilities for action

Source: James J. Gibson / Don Norman

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(1) An actor’s part in a play, film, etc.:

ROLE

Source: Oxford English Dictionary

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(1) An actor’s part in a play, film, etc.

(2) The function assumed or part played by a person or thing in a particular situation.

ROLE

Source: Oxford English Dictionary

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(1) An actor’s part in a play, film, etc.

(2) The function assumed or part played by a person or thing in a particular situation.

ROLE

(3) The affordances that are socially available to a given person in a given context.

Source: Oxford English Dictionary + my own ass

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source: Johanna Koljonens brain

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2. What must be designed?

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ALIBI TO PLAY

Photo: CC-AT-NC-ND 2014 DeviantArt user RainSmile

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LANGUAGE TO INTERACT

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3. What can be designed?

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rail-roading: bad

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manipulation: good

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So, how do you manipulate players into improvising the experience you want them to have?

Instructions / scheduling: You tell them what to do

Theme: You tell them what it is about, and then let them figure out how to do it

Interaction Code: You give players a reference (genre, situation etc.) for how to behave

External Conflict: You pit them against each other

Internal Conflict: You make it interesting to figure out what to do

Challenge: You tell them to want X, and then make it difficult to get X.

Controlling the external world: You use your GM power over the rest of the universe to nudge the players into behaving.

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So, how do you manipulate players into improvising the experience you want them to have?(cont’d)

Framing: You slice up the time and space of the larp.

Mechanics / Techniques: You tell them to, in certain situations, do stuff that affects the player and character differently.

Hierarchy: You give some characters plenty of power over others, and set up some rules that make the interaction of power and non-power interesting

Status: You make characters high-status/low-status (dominant/submissive) and then complicate it.

Fictional values: You ask them to pretend to have values and beliefs that lead to certain behaviours. This may in turn create themes and conflicts.

Rituals: You tell them that their characters, in certain situations, behave in certain ways.

Puzzles: You hide clues around the game, ask players to compete in finding them, and make something awesome happen when they do.

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CASE

MELLAN HIMMEL OCH HAV

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CASE

KYBERGENESIS

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CASE

KAPO

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Marcellos Kjeller 2010 foto: Li Xin

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Compound& Holistic

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designlarpelements of

Eirik Fatland - Knutpunkt 2014

larpwright.efatland.com